Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Saturday, October 12, 2013

Ley Magic

Why do wizards lair in isolated valleys or remote mountains? Why do they build homes so far from the industrial towns where bookbinders, tanners, inkmakers and the other skilled artisans upon which they depend can be found? Why don't the royal courts keep hordes of low-level magicians running around at all times, armies of them ready to jump up at their call? And why are the lairs of wizards so impenetrable, filled with arcane traps and strange mazes, yet a military fortress restricted to the age-old use of portcullises and blind corners? Why, moreover, do the orcs not come pouring over the hilltops, forcing timid village-people to undertake the works of industry of which they are incapable? Why are we not ruled by dragons, or subjugated by cloud giants, greater than us in both strength of body and strength of mind?

In a phrase, it is because of ley lines.

Magic, like water and light, is not intrinsic to every part of the world. It flows, in great ethereal rivers, pooling in some places and running dry in others. Like flame, it can burst up suddenly in new places, and like sandstone, great weights of it can compress and push unmovingly into the soil. And, like water and light, it changes the nature of the land that it permeates. Long ago, when life was new, mana had its own subtle pull on the forms that it took. Some men grew to be larger and hungrier. Some dogs learned how to swim through magic the way other dogs learned how to swim through the seas. Most learned nothing, for they lived in areas where mana flowed too fast to take root, or was too scarce. A rarer few gorged themselves on it, and drank some of the wells dry.

Now, these magical creatures require ley energies in the same way they require air and food. A satyr could no more live in town than a hawk could roost beneath the oceans. As mundane humans began to learn the arts of society and technology, they also learned that neither art was much use against a frog that could breathe fire, or a wolf whose teeth pierced the very soul. Like the satyr and the hawk, humanity found its niche.

Of course, every artist has dreams, and seeks constantly to improve upon her works. It was only a matter of time before humanity learned to drink magic for itself, or systematically bind it and then burn it off in massive rituals. The former have come to be called, variously, mystics, wizards, mages, warlocks, witches, and druids. The latter, of course, is 'worship,' and it allowed humanity to clear out new, safe regions where it could build farms and cities, unmolested by arcane beasts.

Spellcasting

The mystic may bind one mana die (a d6) to herself per level. Spells are without level, and may be cast by throwing any number of available mana die and scoring higher than a 5. The "level" of the spell is determined by the number if dice thrown, and the spell takes two actions to prepare per die thrown, plus one more action to release. (In other systems, consider each die to take half a round to prepare, so a sixth level spell requires three rounds to cast.)

Each die that comes up equal to or lower than the number of dice thrown is lost. Each duplicated roll causes one point of lethal damage, as the expulsion of mystical energy stresses and damages the mystic's body. (So, a double would cause 2HP damage, triples 3HP, two doubles 4HP, etc.) None of these conditions affect the actual casting of the spell.

Additionally, any casting rolls of 15 or higher lubricate the flow of energy, allowing the mystic to instantly prepare another spell at any power level. Rolls of 30 or more actually attract energy to the spell's location, replenishing one spent mana die. Every multiple of 30 after that replenishes an additional mana die.

Limits to Spellcasting

Replenishing lost mana dice requires sleeping within a strong ley line or ley circle. A full eight hours of sleep replenishes 1d6 lost mana dice (apply WIS modifier). Stronger wells may replenish 1d8 or 1d10, while weaker ones might only return 1d4. These places are uncommon and likely to be guarded by jealous mages, or homes to dangerous magical creatures - the specifics, of course, will greatly determine the availability and power of magic in your campaign. Rarer, weaker, and more dangerous ley circles will restrict the mystic's power, and more common or stronger ones will commensurately increase it. 

A mystic can retain 1 spell per point of intelligence she has. Moreover, the retention of a spell necessitates the presence of some form of mana reserve - the mystic must have one mana dice per retained spell, or lose 1 HP per day, per excess spell. 

Learning a new spell - even one previously known - is an expensive and time-consuming process, requiring access ley energy the expenditure of 2d10x100 GP and 4d6 consecutive weeks of research and practice. If interrupted, the procedure must be started from scratch. Before rolling, a mystic can choose to rush the process, or work with more rudimentary materials - one can halve the total of one roll, at the cost of doubling the other. 

Monday, July 22, 2013

Cantrip Cantons

Thinking about the previous post, I realized that such a conception of "potential magic" fits pretty well with a lot of setting assumptions we tend to have in common. Chris Kutalik demarcates between civilization, where boring things like the manufacture of 10' poles occur, and the Weird, the realm of adventure and possibility, where basically anything can happen.

So, imagine the previous post, but on a civilizational scale. In the beginning, everything is the weird, but civilization entails the organization and use of human abilities. Historically, these were only technical and social abilities, but in a setting where everyone has the potential to use magic, magic is included. Civilization is a network of Cantrip Towns, where a very large segment of the population works together to use their abilities to expel and control the unnatural creatures that pose such a great danger. This is an interpretation LotFP's implied setting - the conflict between Law and Chaos, where Chaos is a natural principle, and Law is an artificial principle, imposed by magical force. Religious rituals aren't just motions, they are spells, and every participant is a caster. Faith forms another means of restricting the offensive, individual use of magic - individuals aren't prevented from learning and casting spells by a powerful establishment, their abilities are instead used up in the perpetuation of order. A literate farmer, finding a scroll fallen out of the pack of a local lord, cannot use the potential within himself to secretly decipher and use the spell, because that potential is already being used.

Obviously, the idea of axiomatic conflict isn't new - it is, after all, the foundational assumption of the cleric class - but I think it's one solution to the potential magic problem.

Cantrip Town

At The 9 and 30 Kingdoms, there's an ongoing discussion of classless magic use, prompted by Talysman's proposal of a system where any character has the potential to cast a spell, provided they have access to spellbooks, scrolls and instruction.

Charles Angus pointed out that this might fundamentally change the nature of the setting, now that every barmaid can cast clean and any huntsman can throw down a goodberry.

Talysman's response was that the opportunity to learn magic doesn't necessarily have to be widely available, even if the potential is - magic can be hoarded, spellbook creation is expensive, and those who hold power are not likely to share it.

But, what if the fact that most people have access to cantrips and 1st-level spells didn't necessarily lead to them using them all the time?

Almost every setting posits the existence of powerful magical beasts, which could (and do) destroy towns and hamlets basically at will. Small villages are too far-flung for the local lord to provide the martial force necessary to defend them, and any ramshackle militia is going to get annihilated by the dragon or the necromantic cult.

Perhaps the villagers use their minor magical abilities to protect themselves, by building up wards and circles to protect themselves. Maintaining these is a daily ritual, and far more important than simply keeping a clean bar, or repairing a sprained ankle. Allowing villagers this sort of magical power has historical precedent, as well - in this conception of potential magic, throwing salt over your shoulder isn't just a superstition, it's an actual minor hex, which actually makes the house slightly safer against daemonic assault.

Perhaps much host of commonly described vampiric weaknesses - garlic, inability to enter a house uninvited - are not natural conditions of vampirism, but universally applied orisons that anybody knows to cast. This could also account for cultural differentiation in monster weaknesses - the Chinese vampire actually is the same vampire, but faces a culturally distinct set of hexes and charms.

Saturday, July 13, 2013

Dice pool contingency

Contingency
Wizard Level 6
Duration: Instantaneous
Range: 0
Contingency allows the Wizard to cast a second, companion spell upon herself, which only takes effect once a series of conditions are completed. Any number of Contingency spells may be cast, but the casting force must be higher than the number of pre-existing Contingencies, otherwise all prior Contingencies are lost, replaced by the newest one.

The LotFP Contingency spell allows only one active at a time, with the any new casting always replacing the old one. Using a dice-pool system with the above version allows a wizard to cast as many as she wants - but each attempt is more difficult, and runs the risk of undoing all previous work. Like gambling.

Sleep
Wizard Level 1
Duration: 1d4 Turns
Range: 30'
2d8 Hit Dice worth of creatures are magically lulled to sleep for the spell's duration. The spell can only affect creatures of a level or Hit Dice total equal to or lower than the casting force. A successful casting will always affect at least one such creature.

Modifying Sleep in this way allows it to scale with the number of dice put into the spell, and organically scales the difficulty according to creature size. Sleep and Contingency are good example of an alternate use of casting force in spells - rather than a straight bonus to the effect, as with the Cure spells, and most others (casting force can easily be applied as a damage bonus or saving throw modifier), I've used the number to achieve different effects - Sleeping larger creatures, or creating extra Contingencies.

Friday, July 12, 2013

Dice pool casting: healing spells

Hack & Slash just posted a fun new take on the 2d6-to-cast style magic that I've been using in my campaign. It reminds me of Warhammer's magic pool casting, and represents a caster's available power in a very tactile way.

It also lends itself to things like this:

Cure Minor Wounds
Cleric Level 1
Range: Touch
Duration: Instant
Heals 1 HP of damage sustained per target creature's level/HD, and 1 additional HP of damage per point of casting force.

Cure Major Wounds
Cleric Level 5
Range: Touch
Duration: Instant
Heals 1 HP of damage sustained per target creature's level/HD, multiplied by the casting force.

Here, "casting force" is the total casting roll, minus 10. Instead of 9-11 counting as "cast at start of round, retain spell," it is 9-10, and every point above 10 counts as an additional point of "casting force." So, Cure Major Wounds cast on a Level 2 character, rolling a 12, heals 2 x 2 = 4 points of damage. Level 4, rolling a 16 (using multiple dice, no doubt) is 6 x 4 = 24 points healed.

I'm scaling healing by recipient level so that a minor wound remains a minor wound across all levels, rather than starting out, functionally, as "cure moderate wounds" and ending as "cure infinitesimal wounds." With the Hack & Slash take on dice pool casting, Minor Wounds becomes a low-risk, low-healing spell that can be mildly powered up by rolling additional dice without much chance of losing dice, while Cure Major Wounds functions as a potent healing burst, that scales up quickly but burns most of your dice. In lieu of any rules for wild magic effects, I'm ruling that each duplicate die roll inflicts 1 point subdual damage on the caster, which makes the decision to power-up a spell with extra dice even riskier.

More thoughts this weekend.